/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #ifndef HPL_A_STAR_H #define HPL_A_STAR_H #include "common/list.h" #include "hpl1/engine/game/GameTypes.h" #include "hpl1/engine/math/MathTypes.h" #include "hpl1/engine/system/SystemTypes.h" namespace hpl { class cAINodeContainer; class cAINode; //-------------------------------------- typedef Hpl1::Std::set tAINodeSet; typedef tAINodeSet::iterator tAINodeSetIt; //-------------------------------------- typedef Common::List tAINodeList; typedef tAINodeList::iterator tAINodeListIt; //-------------------------------------- class cAStarNode { public: cAStarNode(cAINode *apAINode); float mfCost; float mfDistance; cAStarNode *mpParent; cAINode *mpAINode; }; class cAStarNodeCompare { public: bool operator()(cAStarNode *apNodeA, cAStarNode *apNodeB) const; }; typedef Hpl1::Std::set tAStarNodeSet; typedef tAStarNodeSet::iterator tAStarNodeSetIt; //-------------------------------------- class cAStarHandler; class iAStarCallback { public: virtual ~iAStarCallback() {} virtual bool CanAddNode(cAINode *apParentNode, cAINode *apChildNode) = 0; }; //-------------------------------------- class cAStarHandler { public: cAStarHandler(cAINodeContainer *apContainer); ~cAStarHandler(); bool GetPath(const cVector3f &avStart, const cVector3f &avGoal, tAINodeList *apNodeList); /** * Set max number of times the algorithm is iterated. * \param alX -1 = until OpenList is empty */ void SetMaxIterations(int alX) { mlMaxIterations = alX; } void SetCallback(iAStarCallback *apCallback) { mpCallback = apCallback; } private: void IterateAlgorithm(); void AddOpenNode(cAINode *apAINode, cAStarNode *apParent, float afDistance); cAStarNode *GetBestNode(); float Cost(float afDistance, cAINode *apAINode, cAStarNode *apParent); float Heuristic(const cVector3f &avStart, const cVector3f &avGoal); bool IsGoalNode(cAINode *apAINode); cVector3f mvGoal; cAStarNode *mpGoalNode; tAINodeSet m_setGoalNodes; cAINodeContainer *mpContainer; int mlMaxIterations; iAStarCallback *mpCallback; tAStarNodeSet m_setOpenList; tAStarNodeSet m_setClosedList; }; } // namespace hpl #endif // HPL_A_STAR_H